diff --git a/src/core.c b/src/core.c index 623dffed..74d5465a 100644 --- a/src/core.c +++ b/src/core.c @@ -3284,8 +3284,8 @@ static void InitTimer(void) // Wait for some milliseconds (stop program execution) // NOTE: Sleep() granularity could be around 10 ms, it means, Sleep() could // take longer than expected... for that reason we use the busy wait loop -// http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected -// http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32! +// Ref: http://stackoverflow.com/questions/43057578/c-programming-win32-games-sleep-taking-longer-than-expected +// Ref: http://www.geisswerks.com/ryan/FAQS/timing.html --> All about timming on Win32! static void Wait(float ms) { #if defined(SUPPORT_BUSY_WAIT_LOOP) && !defined(PLATFORM_UWP) @@ -3942,8 +3942,8 @@ static void CharCallback(GLFWwindow *window, unsigned int key) { // NOTE: Registers any key down considering OS keyboard layout but // do not detects action events, those should be managed by user... - // https://github.com/glfw/glfw/issues/668#issuecomment-166794907 - // http://www.glfw.org/docs/latest/input_guide.html#input_char + // Ref: https://github.com/glfw/glfw/issues/668#issuecomment-166794907 + // Ref: https://www.glfw.org/docs/latest/input_guide.html#input_char // Check if there is space available in the queue if (keyPressedQueueCount < MAX_CHARS_QUEUE) diff --git a/src/models.c b/src/models.c index d612f1c9..610e185f 100644 --- a/src/models.c +++ b/src/models.c @@ -2916,7 +2916,7 @@ static Model LoadOBJ(const char *fileName) float shininess; float ior; // index of refraction float dissolve; // 1 == opaque; 0 == fully transparent - // illumination model (see http://www.fileformat.info/format/material/) + // illumination model (Ref: http://www.fileformat.info/format/material/) int illum; int pad0;